/// Calculate military presences in each owned dominance zone
void CvTacticalAnalysisMap::CalculateMilitaryStrengths()
{
	TeamTypes eTeam = GET_PLAYER(m_ePlayer).getTeam();

	// Loop through the dominance zones
	for(unsigned int iI = 0; iI < m_DominanceZones.size(); iI++)
	{
		CvTacticalDominanceZone* pZone = &m_DominanceZones[iI];
		CvCity *pClosestCity = pZone->GetZoneCity();
		if(pClosestCity)
		{
			// Start with strength of the city itself
			int iCityHitPoints = pClosestCity->GetMaxHitPoints() - pClosestCity->getDamage();
			int iStrength = pClosestCity->getStrengthValue() * iCityHitPoints / GC.getMAX_CITY_HIT_POINTS();

			if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY)
			{
				pZone->AddFriendlyMeleeStrength(iStrength);
				pZone->AddFriendlyRangedStrength(pClosestCity->getStrengthValue(true));
			}
			else if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY)
			{
				pZone->AddEnemyMeleeStrength(iStrength);
				pZone->AddEnemyRangedStrength(pClosestCity->getStrengthValue(true));
			}
			else
			{ 
				pZone->AddNeutralStrength(iStrength);
			}
		}

		// check all units in the world
		for(int iPlayerLoop = 0; iPlayerLoop < MAX_PLAYERS; iPlayerLoop++)
		{
			CvPlayer& kPlayer = GET_PLAYER((PlayerTypes) iPlayerLoop);
			bool bEnemy = GET_TEAM(eTeam).isAtWar(kPlayer.getTeam());
			bool bFriendly = (eTeam==kPlayer.getTeam());

			int iLoop;
			for(CvUnit* pLoopUnit = kPlayer.firstUnit(&iLoop); pLoopUnit != NULL; pLoopUnit = kPlayer.nextUnit(&iLoop))
			{
				if(!pLoopUnit->IsCombatUnit())
					continue;

				bool bUnitMayBeRelevant = (pLoopUnit->getDomainType() == DOMAIN_AIR ||
						pLoopUnit->isRanged() || //ranged power is cross-domain!
						(pLoopUnit->getDomainType() == DOMAIN_LAND && !pZone->IsWater()) ||
						((pLoopUnit->getDomainType() == DOMAIN_SEA || (pLoopUnit->isEmbarked() && pClosestCity) && pZone->IsWater())));
						//embarked melee still count in water zone if there's a city to attack/defend

				if (!bUnitMayBeRelevant)
					continue;

				CvPlot* pPlot = pLoopUnit->plot();
				if(!pPlot)
					continue;

				//a little cheating for AI - invisible units still count with reduced strength
				bool bVisible = pPlot->isVisible(eTeam) || pPlot->isAdjacentVisible(eTeam, false);
				bool bZoneTypeMismatch = (pLoopUnit->getDomainType() == DOMAIN_LAND && pZone->IsWater()) || (pLoopUnit->getDomainType() == DOMAIN_SEA && !pZone->IsWater());

				//embarked units and crossdomain count only partially
				bool bReducedStrength = pLoopUnit->isEmbarked() || bZoneTypeMismatch;

				//if there is a city, units in adjacent zones can also count
				int iDistance = 0;
				if (pClosestCity)
				{
					iDistance = plotDistance(pLoopUnit->getX(), pLoopUnit->getY(), pClosestCity->getX(), pClosestCity->getY());
					if (iDistance > m_iTacticalRange)
						continue;
					else if (iDistance > (m_iTacticalRange / 2))
					{
						if (bZoneTypeMismatch)
							continue;
						else
							bReducedStrength = true;
					}
					else
					{
						//if on another continent, they can't easily take part in the fight
						if (!pClosestCity->isMatchingArea(pLoopUnit->plot()))
							bReducedStrength = true;
					}
				}
				else
				{
					//if there is no city, the unit must be in the zone itself
					if ( GetCell(pLoopUnit->plot()->GetPlotIndex())->GetDominanceZone() != pZone->GetDominanceZoneID() )
						continue;
				}

				int iMultiplier = m_iTacticalRange + MIN(3 - iDistance, 0);  // 3 because action may still be spread out over the zone
				if(iMultiplier > 0)
				{
					int iUnitStrength = pLoopUnit->GetBaseCombatStrengthConsideringDamage();

					//unit might disembark ... so don't count it for water zone, but for adjacent land
					if(iUnitStrength == 0 && pLoopUnit->isEmbarked() && !pZone->IsWater())
						iUnitStrength = pLoopUnit->GetBaseCombatStrength();

					int iRangedStrength = pLoopUnit->GetMaxRangedCombatStrength(NULL, /*pCity*/ NULL, true, true) / 100;

					if(!bVisible || bReducedStrength)
					{
						iUnitStrength /= 2;
						iRangedStrength /= 2;
					}

					if (bEnemy)
					{
#if defined(MOD_BALANCE_CORE_MILITARY_LOGGING)
						//CvString msg;
						//msg.Format("Zone %d, Enemy %s %d with %d hp at %d,%d - distance %d, strength %d, ranged strength %d (total %d)",
						//	pZone->GetDominanceZoneID(), pLoopUnit->getName().c_str(), pLoopUnit->GetID(), pLoopUnit->GetCurrHitPoints(),
						//	pLoopUnit->getX(), pLoopUnit->getY(),	iDistance, iUnitStrength, iRangedStrength, pZone->GetOverallEnemyStrength());
						//GET_PLAYER(m_ePlayer).GetTacticalAI()->LogTacticalMessage(msg, true /*bSkipLogDominanceZone*/);
#endif

						if (pLoopUnit->getDomainType() == DOMAIN_SEA)
						{
							pZone->AddEnemyNavalStrength(iUnitStrength*iMultiplier*m_iUnitStrengthMultiplier);
							pZone->AddEnemyNavalRangedStrength(iRangedStrength*iMultiplier*m_iUnitStrengthMultiplier);
							pZone->AddEnemyNavalUnitCount(1);
						}
						else
						{
							pZone->AddEnemyMeleeStrength(iUnitStrength*iMultiplier*m_iUnitStrengthMultiplier);
							pZone->AddEnemyRangedStrength(iRangedStrength*iMultiplier*m_iUnitStrengthMultiplier);
							pZone->AddEnemyUnitCount(1);
						}

						//again only for enemies
						if(pZone->GetRangeClosestEnemyUnit()<0 || iDistance<pZone->GetRangeClosestEnemyUnit())
							pZone->SetRangeClosestEnemyUnit(iDistance);
					}
					else if (bFriendly)
					{

#if defined(MOD_BALANCE_CORE_MILITARY_LOGGING)
						//CvString msg;
						//msg.Format("Zone %d, Friendly %s %d with %d hp at %d,%d - distance %d, strength %d, ranged strength %d (total %d)",
						//	pZone->GetDominanceZoneID(), pLoopUnit->getName().c_str(), pLoopUnit->GetID(), pLoopUnit->GetCurrHitPoints(),
						//	pLoopUnit->getX(), pLoopUnit->getY(), iDistance, iUnitStrength, iRangedStrength, pZone->GetOverallFriendlyStrength());
						//GET_PLAYER(m_ePlayer).GetTacticalAI()->LogTacticalMessage(msg, true /*bSkipLogDominanceZone*/);
#endif

						if (pLoopUnit->getDomainType() == DOMAIN_SEA)
						{
							pZone->AddFriendlyNavalStrength(iUnitStrength*iMultiplier*m_iUnitStrengthMultiplier);
							pZone->AddFriendlyNavalRangedStrength(iRangedStrength*iMultiplier*m_iUnitStrengthMultiplier);
							pZone->AddFriendlyNavalUnitCount(1);
						}
						else
						{
							pZone->AddFriendlyMeleeStrength(iUnitStrength*iMultiplier*m_iUnitStrengthMultiplier);
							pZone->AddFriendlyRangedStrength(iRangedStrength*iMultiplier*m_iUnitStrengthMultiplier);
							pZone->AddFriendlyUnitCount(1);
						}
					}
					else
					{
						//neutral has only very few stats
						pZone->AddNeutralStrength(iUnitStrength*iMultiplier*m_iUnitStrengthMultiplier);
						pZone->AddNeutralUnitCount(1);
					}
				}
			}
		}
	}
}
/// Calculate military presences in each owned dominance zone
void CvTacticalAnalysisMap::CalculateMilitaryStrengths()
{
	// Loop through the dominance zones
	CvTacticalDominanceZone* pZone;
	CvCity* pClosestCity = NULL;
	int iDistance;
	int iMultiplier;
	int iLoop;
	CvUnit* pLoopUnit;
	TeamTypes eTeam;

	eTeam = m_pPlayer->getTeam();

	for(unsigned int iI = 0; iI < m_DominanceZones.size(); iI++)
	{
		pZone = &m_DominanceZones[iI];

		if(pZone->GetTerritoryType() != TACTICAL_TERRITORY_NO_OWNER)
		{
			pClosestCity = pZone->GetClosestCity();
			if(pClosestCity)
			{
				// Start with strength of the city itself
				int iCityHitPoints = pClosestCity->GetMaxHitPoints() - pClosestCity->getDamage();
				int iStrength = m_iTacticalRange * pClosestCity->getStrengthValue() * iCityHitPoints / GC.getMAX_CITY_HIT_POINTS();
				if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY)
				{
					pZone->AddFriendlyStrength(iStrength);
#if defined(MOD_AI_SMART_V3)
					pZone->AddFriendlyRangedStrength(pClosestCity->getStrengthValue(MOD_AI_SMART_V3));
#else
					pZone->AddFriendlyRangedStrength(pClosestCity->getStrengthValue());
#endif
				}
#if defined(MOD_AI_SMART_V3)
				else if(!MOD_AI_SMART_V3 || pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY)
#else
				else
#endif
				{
					pZone->AddEnemyStrength(iStrength);
#if defined(MOD_AI_SMART_V3)
					pZone->AddEnemyRangedStrength(pClosestCity->getStrengthValue(MOD_AI_SMART_V3));
#else
					pZone->AddEnemyRangedStrength(pClosestCity->getStrengthValue());
#endif
				}

				// Loop through all of OUR units first
				for(pLoopUnit = m_pPlayer->firstUnit(&iLoop); pLoopUnit != NULL; pLoopUnit = m_pPlayer->nextUnit(&iLoop))
				{
					if(pLoopUnit->IsCombatUnit())
					{
						if(pLoopUnit->getDomainType() == DOMAIN_AIR ||
#if defined(MOD_AI_SMART_V3)
								//ranged power is cross-domain!
								(MOD_AI_SMART_V3 && pLoopUnit->isRanged()) ||
#endif
						        (pLoopUnit->getDomainType() == DOMAIN_LAND && !pZone->IsWater()) ||
						        (pLoopUnit->getDomainType() == DOMAIN_SEA && pZone->IsWater()))
						{
							iDistance = plotDistance(pLoopUnit->getX(), pLoopUnit->getY(), pClosestCity->getX(), pClosestCity->getY());
							if (iDistance <= m_iTacticalRange)
							{
#if defined(MOD_AI_SMART_V3)
								int iRange = MOD_AI_SMART_V3 ? MIN(4 - iDistance, 0) : 4 - iDistance;
								iMultiplier = m_iTacticalRange + iRange;
#else
								iMultiplier = (m_iTacticalRange + 4 - iDistance);  // "4" so unit strength isn't totally dominated by proximity to city
#endif
								if(iMultiplier > 0)
								{
									int iUnitStrength = pLoopUnit->GetBaseCombatStrengthConsideringDamage();
									if(iUnitStrength == 0 && pLoopUnit->isEmbarked() && !pZone->IsWater())
									{
										iUnitStrength = pLoopUnit->GetBaseCombatStrength(true);
									}
									pZone->AddFriendlyStrength(iUnitStrength * iMultiplier * m_iUnitStrengthMultiplier);
									pZone->AddFriendlyRangedStrength(pLoopUnit->GetMaxRangedCombatStrength(NULL, /*pCity*/ NULL, true, true));
									if(pLoopUnit->GetRange() > GetBestFriendlyRange())
									{
										SetBestFriendlyRange(pLoopUnit->GetRange());
									}
									if(pLoopUnit->IsRangeAttackIgnoreLOS())
									{
										SetIgnoreLOS(true);
									}
									pZone->AddFriendlyUnitCount(1);
									if(pLoopUnit->isRanged())
									{
										pZone->AddFriendlyRangedUnitCount(1);
									}
								}
							}
						}
					}
				}

				// Repeat for all visible enemy units (or adjacent to visible)
				for(int iPlayerLoop = 0; iPlayerLoop < MAX_CIV_PLAYERS; iPlayerLoop++)
				{
					CvPlayer& kPlayer = GET_PLAYER((PlayerTypes) iPlayerLoop);
					if(GET_TEAM(eTeam).isAtWar(kPlayer.getTeam()))
					{
						for(pLoopUnit = kPlayer.firstUnit(&iLoop); pLoopUnit != NULL; pLoopUnit = kPlayer.nextUnit(&iLoop))
						{
							if(pLoopUnit->IsCombatUnit())
							{
								if(pLoopUnit->getDomainType() == DOMAIN_AIR ||
#if defined(MOD_AI_SMART_V3)
										//ranged power is cross-domain!
										(MOD_AI_SMART_V3 && pLoopUnit->isRanged()) ||
#endif
								        (pLoopUnit->getDomainType() == DOMAIN_LAND && !pZone->IsWater()) ||
								        (pLoopUnit->getDomainType() == DOMAIN_SEA && pZone->IsWater()))
								{
									CvPlot* pPlot;
									pPlot = pLoopUnit->plot();
									if(pPlot)
									{
										bool bVisible = true;
										iDistance = plotDistance(pLoopUnit->getX(), pLoopUnit->getY(), pClosestCity->getX(), pClosestCity->getY());
										if (iDistance <= m_iTacticalRange)
										{
#if defined(MOD_AI_SMART_V3)
											int iRange = MOD_AI_SMART_V3 ? MIN(4 - iDistance, 0) : 4 - iDistance;
											iMultiplier = m_iTacticalRange + iRange;  // 4 because action may still be spread out over the zone
#else
											iMultiplier = (m_iTacticalRange + 4 - iDistance);  // "4" so unit strength isn't totally dominated by proximity to city
#endif
											if(!pPlot->isVisible(eTeam) && !pPlot->isAdjacentVisible(eTeam, false))
											{
												bVisible = false;
											}
											if(iMultiplier > 0)
											{
												int iUnitStrength = pLoopUnit->GetBaseCombatStrengthConsideringDamage();
												if(iUnitStrength == 0 && pLoopUnit->isEmbarked() && !pZone->IsWater())
												{
													iUnitStrength = pLoopUnit->GetBaseCombatStrength(true);
												}

												if(!bVisible)
												{
													iUnitStrength /= 2;
												}

												pZone->AddEnemyStrength(iUnitStrength * iMultiplier * m_iUnitStrengthMultiplier);

												int iRangedStrength = pLoopUnit->GetMaxRangedCombatStrength(NULL, /*pCity*/ NULL, true, true);
												if(!bVisible)
												{
													iRangedStrength /= 2;
												}

												pZone->AddEnemyRangedStrength(iRangedStrength);

												if(bVisible)
												{
													pZone->AddEnemyUnitCount(1);
													if(iDistance < pZone->GetRangeClosestEnemyUnit())
													{
														pZone->SetRangeClosestEnemyUnit(iDistance);
													}
													if(pLoopUnit->isRanged())
													{
														pZone->AddEnemyRangedUnitCount(1);
													}
													if(pLoopUnit->getDomainType() == DOMAIN_SEA)
													{
														pZone->AddEnemyNavalUnitCount(1);
													}
												}
											}
										}
									}
								}
							}
						}

					}
				}
			}
		}
	}
int CvDangerPlotContents::GetAirUnitDamage(const CvUnit* pUnit, AirActionType iAirAction)
{
	if (pUnit->getDomainType() != DOMAIN_AIR)
		return 0;
	
	if (iAirAction == AIR_ACTION_INTERCEPT) // Max damage from a potential air sweep against our intercept
	{
		int iBestAirSweepDamage = 0;
		int iCurrentAirSweepDamage = 0;
		for (DangerUnitVector::iterator it = m_apUnits.begin(); it < m_apUnits.end(); ++it)
		{
			CvUnit* pAttacker = GET_PLAYER(it->first).getUnit(it->second);

			if (!pAttacker || !pAttacker->canAirSweep() || pAttacker->isDelayedDeath() || pAttacker->IsDead())
			{
				continue;
			}
			int iAttackerStrength = pAttacker->GetMaxRangedCombatStrength(pUnit, /*pCity*/ NULL, true, false);
			iAttackerStrength *= (100 + pAttacker->GetAirSweepCombatModifier());
			iAttackerStrength /= 100;
			int iDefenderStrength = pUnit->GetMaxRangedCombatStrength(pUnit, /*pCity*/ NULL, false, false);
			iCurrentAirSweepDamage = pUnit->getCombatDamage(iDefenderStrength, iAttackerStrength,
				pUnit->getDamage(), /*bIncludeRand*/ false, /*bAttackerIsCity*/ false, /*bDefenderIsCity*/ false);

			// It's a slower to have this in the unit loop instead of after the best damage has been calculated, but it's also more accurate
			if (iCurrentAirSweepDamage >= pAttacker->GetCurrHitPoints())
			{
				int iReceiverDamage = pAttacker->getCombatDamage(iAttackerStrength, iDefenderStrength,
					pAttacker->getDamage(), /*bIncludeRand*/ false, /*bAttackerIsCity*/ false, /*bDefenderIsCity*/ false);
				if (iReceiverDamage >= pUnit->GetCurrHitPoints())
				{
					if (iReceiverDamage + pUnit->getDamage() > iCurrentAirSweepDamage + pAttacker->getDamage())
					{
						iCurrentAirSweepDamage = pUnit->GetCurrHitPoints() - 1;
					}
				}
			}
			if (iCurrentAirSweepDamage > iBestAirSweepDamage)
			{
				iBestAirSweepDamage = iCurrentAirSweepDamage;
			}
		}
		return iBestAirSweepDamage;
	}
	else
	{
		CvUnit* pInterceptor = pUnit->GetBestInterceptor(*m_pPlot);
		if (pInterceptor)
		{
			// Air sweeps take modified damage from interceptors
			if (iAirAction == AIR_ACTION_SWEEP)
			{
				if (pInterceptor->getDomainType() != DOMAIN_AIR)
				{
					return (pInterceptor->GetInterceptionDamage(pUnit, false) * (100+GC.getAIR_SWEEP_INTERCEPTION_DAMAGE_MOD()))/100;
				}
				else
				{
					int iAttackerStrength = pUnit->GetMaxRangedCombatStrength(pInterceptor, /*pCity*/ NULL, true, false);
					iAttackerStrength *= (100 + pUnit->GetAirSweepCombatModifier());
					iAttackerStrength /= 100;
					int iDefenderStrength = pInterceptor->GetMaxRangedCombatStrength(pUnit, /*pCity*/ NULL, false, false);
					int iReceiveDamage = pInterceptor->getCombatDamage(iDefenderStrength, iAttackerStrength,
						pInterceptor->getDamage(), /*bIncludeRand*/ false, /*bAttackerIsCity*/ false, /*bDefenderIsCity*/ false);
					if (iReceiveDamage >= pUnit->GetCurrHitPoints())
					{
						int iDamageDealt = pUnit->getCombatDamage(iAttackerStrength, iDefenderStrength,
							pUnit->getDamage(), /*bIncludeRand*/ false, /*bAttackerIsCity*/ false, /*bDefenderIsCity*/ false);
						if (iDamageDealt >= pInterceptor->GetCurrHitPoints())
						{
							if (iDamageDealt + pInterceptor->getDamage() > iReceiveDamage + pUnit->getDamage())
							{
								iReceiveDamage = pUnit->GetCurrHitPoints() - 1;
							}
						}
					}
					return iReceiveDamage;
				}
			}
			else
			{
				// Always assume interception is successful
				return pInterceptor->GetInterceptionDamage(pUnit, false);
			}
		}
	}

	return 0;
}
/// Add data for this cell into dominance zone information
void CvTacticalAnalysisMap::AddToDominanceZones(int iIndex, CvTacticalAnalysisCell* pCell)
{
	CvPlot* pPlot = GC.getMap().plotByIndex(iIndex);

	// Compute zone data for this cell
	m_TempZone.SetAreaID(pPlot->getArea());
	m_TempZone.SetOwner(pPlot->getOwner());
	m_TempZone.SetWater(pPlot->isWater());
	if(!pPlot->isOwned())
	{
		m_TempZone.SetTerritoryType(TACTICAL_TERRITORY_NO_OWNER);
	}
	else if(pPlot->getTeam() == m_pPlayer->getTeam())
	{
		m_TempZone.SetTerritoryType(TACTICAL_TERRITORY_FRIENDLY);
	}
	else if(GET_TEAM(m_pPlayer->getTeam()).isAtWar(pPlot->getTeam()))
	{
		m_TempZone.SetTerritoryType(TACTICAL_TERRITORY_ENEMY);
	}
	else
	{
		m_TempZone.SetTerritoryType(TACTICAL_TERRITORY_NEUTRAL);
	}
	m_TempZone.SetClosestCity(NULL);
	if(m_TempZone.GetTerritoryType() == TACTICAL_TERRITORY_ENEMY ||
	        m_TempZone.GetTerritoryType() == TACTICAL_TERRITORY_NEUTRAL ||
	        m_TempZone.GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY)
	{
		int iLoop;
		int iBestDistance = MAX_INT;
		CvCity* pBestCity = NULL;

		for(CvCity* pLoopCity = GET_PLAYER(m_TempZone.GetOwner()).firstCity(&iLoop); pLoopCity != NULL; pLoopCity = GET_PLAYER(m_TempZone.GetOwner()).nextCity(&iLoop))
		{
			int iDistance = plotDistance(pLoopCity->getX(), pLoopCity->getY(), pPlot->getX(), pPlot->getY());
			if(iDistance < iBestDistance)
			{
				iBestDistance = iDistance;
				pBestCity = pLoopCity;
			}
		}

		if(pBestCity != NULL)
		{
			m_TempZone.SetClosestCity(pBestCity);
		}
	}

	// Now see if we already have a matching zone
	CvTacticalDominanceZone* pZone = FindExistingZone(pPlot);
	if(!pZone)
	{
		// Data populated, now add to vector
		m_TempZone.SetDominanceZoneID(m_DominanceZones.size());
		m_DominanceZones.push_back(m_TempZone);
		pZone = &m_DominanceZones[m_DominanceZones.size() - 1];
	}

	// If this isn't owned territory, update zone with military strength info
	if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_NO_OWNER ||
	        pZone->GetTerritoryType() == TACTICAL_TERRITORY_TEMP_ZONE)
	{
		CvUnit* pFriendlyUnit = pCell->GetFriendlyMilitaryUnit();
		if(pFriendlyUnit)
		{
			if(pFriendlyUnit->getDomainType() == DOMAIN_AIR ||
			        (pFriendlyUnit->getDomainType() == DOMAIN_LAND && !pZone->IsWater()) ||
			        (pFriendlyUnit->getDomainType() == DOMAIN_SEA && pZone->IsWater()))
			{
				int iStrength = pFriendlyUnit->GetBaseCombatStrengthConsideringDamage();
				if(iStrength == 0 && pFriendlyUnit->isEmbarked() && !pZone->IsWater())
				{
					iStrength = pFriendlyUnit->GetBaseCombatStrength(true);
				}
				pZone->AddFriendlyStrength(iStrength * m_iUnitStrengthMultiplier);
				pZone->AddFriendlyRangedStrength(pFriendlyUnit->GetMaxRangedCombatStrength(NULL, /*pCity*/ NULL, true, true));
				if(pFriendlyUnit->GetRange() > GetBestFriendlyRange())
				{
					SetBestFriendlyRange(pFriendlyUnit->GetRange());
				}
				if(pFriendlyUnit->IsRangeAttackIgnoreLOS())
				{
					SetIgnoreLOS(true);
				}
				pZone->AddFriendlyUnitCount(1);
				if(pFriendlyUnit->isRanged())
				{
					pZone->AddFriendlyRangedUnitCount(1);
				}
			}
		}

		CvUnit* pEnemyUnit = pCell->GetEnemyMilitaryUnit();
		if(pEnemyUnit)
		{
			if(pEnemyUnit->getDomainType() == DOMAIN_AIR ||
			        (pEnemyUnit->getDomainType() == DOMAIN_LAND && !pZone->IsWater()) ||
			        (pEnemyUnit->getDomainType() == DOMAIN_SEA && pZone->IsWater()))
			{
				int iStrength = pEnemyUnit->GetBaseCombatStrengthConsideringDamage();
				if(iStrength == 0 && pEnemyUnit->isEmbarked() && !pZone->IsWater())
				{
					iStrength = pEnemyUnit->GetBaseCombatStrength(true);
				}
#if defined(MOD_AI_SMART_V3)
				int iEnemyRangedStrength = pEnemyUnit->GetMaxRangedCombatStrength(NULL, /*pCity*/ NULL, true, true);

				if (MOD_AI_SMART_V3)
				{
					if (!pCell->IsVisible())
					{
						iStrength /= 2;
						iEnemyRangedStrength /= 2;
					}
					
					iEnemyRangedStrength = iEnemyRangedStrength * m_iUnitStrengthMultiplier;
				}
#endif				

				pZone->AddEnemyStrength(iStrength * m_iUnitStrengthMultiplier);
#if defined(MOD_AI_SMART_V3)
				pZone->AddEnemyRangedStrength(iEnemyRangedStrength);
#else
				pZone->AddEnemyRangedStrength(pEnemyUnit->GetMaxRangedCombatStrength(NULL, /*pCity*/ NULL, true, true));
#endif				
				pZone->AddEnemyUnitCount(1);
				if(pEnemyUnit->isRanged())
				{
					pZone->AddEnemyRangedUnitCount(1);
				}
				if (pEnemyUnit->getDomainType() == DOMAIN_SEA)
				{
					pZone->AddEnemyNavalUnitCount(1);
				}
			}
		}
	}

	// Set zone for this cell
	pCell->SetDominanceZone(pZone->GetDominanceZoneID());
}